When Apple announced its gaming subscription service Apple Arcade at its star-studded shindig back in March, I was buoyed by its prospects. 

While it may not have received the same kind of mainstream media coverage as its Hollywood-weaned cousin Apple TV+ (gaming didn’t have Oprah, after all), it felt like a cogent and tantalising prospect.

Here was a service that aimed to cut through the noise of the free-to-play free-for-all on the App Store’s gaming section. Apple was the whip hand for the mobile gaming market, with the iPhone the biggest driver of a sector that makes up over half of the $140bn revenue in the gaming industry.

With it came the idea that mobile gaming could be as broad and deep…



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